Dream Chronicles PC

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Complete Walkthrough Guide

DREAM CHRONICLES
WALKTHROUGH GUIDE
By CasaNova73099
Version 1.2 (Completed: November 29 2008)
(Modified: December 3, 2008)
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TABLE OF CONTENTS
1. Introduction
2. Gameplay Controls & Tips
3. The Story
4. The Cast
5. Walkthrough:
5.1 Chapter 1:
Faye and Fidget's Room
5.2 Chapter 2:
The Upstairs Hallway
5.3 Chapter 3:
Lyra's Bedroom
5.4 Chapter 4:
The Balcony
5.5 Chapter 5:
Lyra's Treehouse
5.6 Chapter 6:
The Backyard
5.7 Chapter 7:
Tangle and Aeval's House (The Library Room)
5.8 Chapter 8:
Tangle and Aeval's House (The Secret Room)
5.9 Chapter 9:
Tangle and Aeval's House (The Piano Room)
5.10 Chapter 10:
Tangle and Aeval's House (The Front Garden)
5.11 Chapter 11:
Tangle and Aeval's House (The Greenhouse)
5.12 Chapter 12:
The Park (The Statue of Wish)
5.13 Chapter 13:
The Park (The Puppet Theatre)
5.14 Chapter 14:
The Village/Gates Of Wish
5.15 Chapter 15:
The Woods
5.16 Chapter 16:
Outside Of Lilith's Mansion
5.17 Chapter 17:
Lilith's Mansion (The Foyer)
5.18 Chapter 18:
Lilith's Mansion (The Mysterious Room)
6. The Dream Jewels
7. Ending Note & Legal Notice
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1. INTRODUCTION
Dream Chronicles was one of those 'rare-find' games
from 2007 that was able to successfully mix a variety
of gaming genres (namely adventure, hidden-object and
puzzle solver) into one neat little package. Combine
that with the beautiful graphics, mystical soundtrack
and a storyline that blurred the line between reality
and fantasy and well, the result is pure addiction to
this game. On the flip side however, there are a
number of puzzles in DC that are rather tedious, hard,
or just downright confusing to solve, and after a while
you'll probably be ready to pull out all of your hair -
if you haven't done so already. This is where I come
in, and this handy 'little' guide is not only a
walkthrough for all 18 chapters, but it always helps
in keeping track of all of the Dream Jewels (if you're
one of those types that like to collect everything in a
game). I tried to make everything as clear as possible
for you guys, but if you're still stuck or if something
is not working for you or even if you've discovered
something that I have forgotten to include in this
guide, please feel free to email me at casanova73099 at
yahoo dot com.
Ok then - onto the actual guide!
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2. GAMEPLAY CONTROLS & TIPS
*There's not much to go on when it comes to 'movement'
in DC. Since this is primarily a hidden-object game,
most of your time will be spent clicking or mousing
over objects to see whether they are useful or even
useable. All in all, explore your options.
*If you ever get stuck, a necessary item will flash
briefly, prompting you to either analyze it or place it
into your inventory. However it is sometimes one of
those 'blink-and-you'll-miss-it' kind of things so
you'll sometimes need to wait a few seconds for a hint
on what to do next.
*On the lower part of the screen (to the right of the
PAUSE button) is your inventory. At any given time you
can hold up to ten items that can be used on the
current chapter. This will prove useful in the later
chapters but at the same time -if you can avoid it -
you should also take care not to fill up your inventory
with items that may be unnecessary as it will leave
less room for items that will move you along in the
chapters.
*To the right of the inventory bar is Fidget's journal,
er...diary. This keeps track of your progress
throughout the story, your collection of Dream Jewels
and other interesting tidbits about Fidget's life
before he married you. It also hints at what you need
to accomplish in order to move on to the next chapter.
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3. THE STORY
In the tiny little town of Wish, a woman named Faye
lived a quiet but normal life with her husband Fidget,
their young daughter Lyra, and Tangle and Aeval,
Fidget's parents. Then on one evening - and in a
rather lifelike dream - everything changed. A powerful
fairy named Lilith suddenly appeared and placed the
village of Wish under a powerful sleeping spell, and
during all of the confusion Fidget disappeared, leaving
only his diary behind as a clue. With his notes in
tow, Faye now must slowly but surely find her way to
her beloved Fidget, even if it means leaving the only
place she has ever known as home and to dare and go up
against the Fairy Queen of Dreams...
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4. THE CAST
Faye:
The main character, or in layman's terms - you.
Although you are but a humble and devoted housewife, in
this magical medieval world, you're the only one able
to escape Lilith's sleeping spell. It is also only you
who can defeat Lilith, find your missing husband and
save your family and friends from eternal slumber.
Fidget:
Faye's husband. At the onset of the game, Fidget has
going missing and his disappearance is in relation to
both your dream and the strange spell that has
enveloped Wish. And as you set out in an effort to save
Fidget however, you'll learn that there's more to your
darling husband's past and heritage than he has let on.
Lyra:
Faye and Fidget's daughter. Doesn't have much of a role
in the game and is only seen once throughout all 18
chapters.
Tangle and Aeval:
Fidget's father and mother, respectively, and therefore
your in-laws. Like your husband Fidget, there seems to
be more to your in-laws than what meets the eyes, and
while they don't actually appear in the game, their
wisdom and hints assist you in your quest.
Lilith:
The Fairy Queen of Dreams who has taken it upon herself
to become the self-appointed rival of Faye. Lilith is
very beautiful, but like the saying goes, it's only
skin deep because Lilith is clearly also very resentful
and angry towards you and your family. Now why ever
though could THAT be?
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5. WALKTHROUGH
*DREAM SEQUENCE 1*
"I HAD A DREAM...
IN MY DREAM, LILITH, THE FAIRY QUEEN OF DREAMS...
CAST A SLEEP SPELL OVER THE ENTIRE KINGDOM...
EVERYTHING AND EVERYONE FELL INTO A DEEP ENCHANTED
SLEEP...
SOMEHOW, I FEEL MY HUSBAND FIDGET AWAKEN ME TO THIS
STRANGE,
NEW WORLD..."
------------------------
5.1 - Chapter 1:
Faye & Fidget's Bedroom
As you awaken to what seems like a peaceful normal day,
the door leading out of your bedroom freezes over.
After pondering whether or not this is all but a dream,
one thing becomes clear: you have got to leave the room
to figure out what on earth's going on...
As the Gameplay Controls & Tips section suggested,
start scoping the room for any objects of importance -
particularly the strange old book lying on the floor
just begging to be picked up. Once you do, you
discover that it's actually Fidget's diary and that
there are hints throughout its pages to help lead you
to him. After the diary is placed into your inventory,
grab the matches from on top of the mantle and then
light the fireplace. The mysterious ice will melt away
and finally grant you access to the rest of the house...
------------------------
5.2 - Chapter 2:
The Upstairs Hallway
The moment you step out into the hallway, the animal
caricatures that decorate the glass window panes of the
skylight disappear. The only way to proceed further is
to locate the six missing animal icons (fish,
butterfly, lizard, frog, bird and cat) and replace them
into the ceiling. Check near the railing/banister of
the stairs for the lizard, butterfly and frog (though
sometimes the lizard can be found on the ceiling), the
left-hand wall for the fish, up near the hanging plants
for the bird and on the floor near your bedroom door
(or by the hallway drawer) for the cat. Once all
six animals have been restored to their rightful
places, you will now be able to enter Lyra's room.
However if you're collecting all of the Dream Jewels
make sure to collect the two jewels here before moving
on - the game doesn't allow you to backtrack from room
to room...
------------------------
5.3 - Chapter 3:
Lyra's room
Lyra's room is virtually pitch-black the moment you
walk in. Feel around for a lamp (somewhere towards the
left of the room) to be able to proceed further. The
second you do, you discover that Lyra too has fallen
victim to Lilith's spell and is totally unresponsive -
all the more reason for you to find Fidget and somehow
put an end to Lilith's plans...
Inspect the foot of Lyra's bed (or rather the bed frame
itself) to uncover a well-needed key. Use the key to
unlock the large wooden chest and to obtain another
key. Use this new key to unlock Lyra's dollhouse and
then analyze the dollhouse. Inside the dollhouse is a
puzzle that relies on a bit of trial and error. You'll
have to figure out which switches to flip on and off in
order to light up all the rooms in the dollhouse. There
are also 9 dream jewels hidden within the rooms of the
dollhouse, so if you're collecting them all, be careful
not to activate all the lights in the dollhouse before
you do (since the game will not allow you to
investigate the dollhouse again). Once you figure out
the combo, the final key in this room will appear. Take
it and use it to unlock the door leading to the
balcony...
------------------------
*DREAM SEQUENCE 2*
"JUST AS IN MY DREAM, MY DAUGHTER LYRA IS UNDER A SLEEP
SPELL...
MY HUSBAND FIDGET HAS BEEN TAKEN AWAY BY LILITH, THE
FAIRY QUEEN OF DREAMS...
LILITH SEEMS TO BE PUTTING OBSTACLES IN MY WAY,
BUT I CAN HEAR FIDGET GUIDING ME...
I MUST FIND FIDGET AND BRING HIM HOME..."
------------------------
5.4 - Chapter 4:
The Balcony
Out on the balcony, Lilith has managed to destroy the
wooden-plank bridge leading to Lyra's tree house
(though why you simply couldn't just leave the house by
heading down the stairs I'll never know). Anyway,
you'll have to do a little construction work in order
to proceed further. Gather up the saw and rope lying
about and then use the saw on the wooden planks here.
The pieces will automatically mesh together so that
they are the exact length needed to complete the
bridge. Use the rope you just acquired to tie
it all together and then place the section of bridge
with the rest of the bridge to get across.
When you go to open the door to Lyra's tree house, the
color drains away from the cartoons drawn on the
outside. Use the newly placed pieces of chalk and color
in each character with the right color: the horse with
green, the bear with yellow and the solider with blue.
Now head for the door to the tree house...
I have to say that by now you must really hate Lilith
for she yet again manipulates things so as to slow you
down. Six stones from Lyra's name above the doorway
suddenly disappear, and now you have to retrieve and
replace them in order to enter the tree house. One is
on the roof of the tree house and one is on the branch
that supports the treehouse. The last four stones lay
nearby the tree house and/oron the bridge. Replace the
stones back into Lyra's name and now enter the tree
house.
No, really - you can actually go in now...
------------------------
5.5 - Chapter 5:
Lyra's Treehouse
Inside of Lyra's tree house you notice a trap door that
leads down to the ground level, but before you can
leave, Lyra's broken-down wagon appears on top of it,
refusing tobudge until it's been fully repaired. Curse
you, Lilith...
Once again it's time to play handyman, er woman
(whatever).Get to searching and gather up two wheels,
two washers, two nuts, a screwdriver and an oilcan. If
you're having troublelocating some items, thoroughly
inspect all the levels of Lyra's bookcase and the toy
bench, moving the toy prop horse out of the way if
necessary. Now fully prepared, start repairing the
wagon: placing the wheels on first, then the washers
and then the nuts. Lubricate the wheels with the oilcan
and then wheel it off of the trap door. Use the
screwdriver to undo the screws and then open the door.
Oh yeah, that's right, it WON'T open. Why would Lilith
want to make your life easy? Then again, this shouldn't
be a problem. Use the toy prop horse you found lying
around and bash your way out...
------------------------
5.6 - Chapter 6:
The Backyard
You land in your garden and in front of a gate that
leads to Tangle and Aeval's house. But to get inside,
you'll need the key. Normally the key is easy to
access, but your pet dog Bobby had other plans. You'll
now have to dig up the yard in search of where Bobby
might have buried the key...
Scope the yard for loose patches of dirt and then dig
them up with the shovel that is lying around on the
ground. Eventually you find the key, but now you'll
have to clean off all the dirt and muck caked onto it.
There's a well nearby but it doesn't seem to be
operational. Not for long, though. Start looking around
for the crank and a discarded bucket to reattach to the
well. Now to find some rope...
Use the abandoned shears lying in front of the well and
use them to take apart the rope ladder to Lyra's tree
house. Now use the rope and bucket to wash off the key
and then unlock the back door to your in-laws' home...
------------------------
5.7 - Chapter 7:
Tangle and Aeval's House (The Library Room)
Stepping into Tangle and Aeval's house, you find
yourself standing in a library. There is one lone book
lying on the floor, but it soon disappears and seven
other books appear in its place. Return the books to
their respective slots and you'll reclaim the first
book...
As you pick up each book, you'll notice that each one
falls under a particular subject/genre. Match the
books to the bookshelves with similar themed books:
*"Red Hot Tips from Time in a Volcano": Travel
(...Seriously?)
*"Water, The Mysterious Friend": Water
*"The Power of Winds": Natural Forces
*"Nostrapakus": Past, Present And Future
(...This was a tough one to figure out)
*"Plants, Flowers and Humans": Plants
*"Studies Of Rocks Unaffected By Water": Geology
*"Dreams and Their Darker Interpretations": Brain and
Imagination
When all seven books have been returned, an eighth book
(dark gray/bluish in color)will appear somewhere on the
shelf between the genres of literature and past,
present and future. Retrieve it and you'll learn that
you need to somehow charge up a crystal to move on. Now
then, if you've noticed an empty spot in the world
section of the library, it'll indicate that a globe
once sat there. Retrieve said globe hidden on top of
the leftmost bookcase and set in on its stand. This
will cause a drawer on the bottom of the middle
bookcase to pop open and inside is a crystal. Place the
book you just obtained onto the floor and then open it,
revealing a space just large enough for the crystal.
Charge up the crystal and then hold it up to the
crystal ball on the rightmost bookcase. To your
surprise, the middle bookcase will slide open,
revealing a hidden passage behind it...
------------------------
5.8 - Chapter 8:
Tangle and Aeval's House (The Secret Room)
You enter the secret passageway with only a charged
crystal as your only means of light. Here in the
darkness, you must locate cards with magic symbols and
then place them where they belong to advance further.
This can prove to be a bit of a hassle since a majority
of the cards are hard to spot(due to their size), and
when you couple that with only a small spotlight to
work with, this chapter can be a bit frustrating. What
follows is a 'guesstimate' of where to find the cards.
Keep in mind too that in order to find all the cards,
you'll also have to move around the vases and the
crystal ball that vibrates when you come in contact
with them since they will unlock compartments and
drawers in the room that were originally off-limits...
*Towards the bottom left half of the room.
*On top of the desk near the bottom left half of the
room.
*Tucked away behind part of the shelf (right above the
desk where you got the second card.
*On top of the central bookcase, somewhat to the right
-hand side.
*Hidden inside of Tangle's diary on the top shelf of
the central bookcase.
*Tucked away in a book with "Strange Symbols" - on the
shelf right below where you found Tangle's diary.
*Hidden inside of a book entitled "The Secret Lives of
Fairies"- somewhere on the bottommost shelf.
*Hidden inside "The Fairy's Guide To Casting Spells" -
on the top left-hand bookshelf.
When all's said and done, you should have a total of 8
cards(though sometimes for some strange reason you
could wind up with duplicate cards. On one instance I
ended up with 12 cards). Go back to where you moved the
crystal ball and touch the knothole hidden underneath.
Now explore the right-hand side of the room to see an
illuminated crest scrolled on the wall (as well as the
three dream pieces). Here is where I nearly lost my
mind trying to solve this stupid puzzle. Basically what
you have to do is pair off cards that are opposites of
each other. So for instance, there is an arrow symbol
pointing upward on the crest. You then will want to
place the card with an arrow symbol pointing downward
and then place it diagonally across from it. This
strategy works with the majority of the other cards:
*The right arrow with the left arrow.
*The gender signs for male (circle with an arrow at top
right)
and female (circle with plus sign).
*The crescent moon with the circle (perhaps it
represents the sun?).
*The plus sign with the minus sign.
*Fire (vertical squiggle lines) and water (horizontal
squiggle
lines).
*The pause symbol (two parallel vertical lines) with
the "x" symbol (no clue what that is supposed to
represent).
*The circle with the square.
Don't worry about any of the extra cards (if you have
any), for you now will have completed the crest. The
extras will disappear from your inventory and another
secret passageway will open up...
------------------------
*DREAM SEQUENCE 3*
"MY IN-LAWS AND MY HUSBAND, IT SEEMS, ARE ALL FAIRIES...
YEARS AGO THEY LIVED IN THE FAIRY WORLD, BUT NOW THEY
LIVE HERE AS
MORTALS...
LILITH, THE FAIRY QUEEN OF DREAMS WANTS FIDGET AS HER
HUSBAND...
I MUST LEAVE THE COMFORT OF TANGLE AND AEVAL'S HOUSE
AND VENTURE
OUT INTO THE WORLD
TO RESCUE FIDGET AND FREE OUR DAUGHTER FROM THE SLEEP
SPELL..."
------------------------
5.9 - Chapter 9:
Tangle and Aeval's House (The Piano Room)
Stepping out into the light, you find yourself inside
of your in-laws' parlor. Trying the front door will
reveal that it'll only open if "the whole family is
watching". This involves retrieving missing family
portraits and hanging themon the wall...
You will find seven portraits lying throughout the room
(one cleverly concealed on top of the stone face that
overlooks the room) and the crank to the piano. As you
place the portraits in their respective places on the
wall, you notice that they will become grayed-out and
that the piano will play a different melody each time.
This'll prove to be important in a short while, but for
now, concentrate on getting those pictures back on the
wall. Replacing the crank back onto the piano causes a
crowbar to appear near the doorway. Take it and use it
to pry up one of the loose floorboards in the parlor.
Hidden underneath is the key to unlock the piano.
Now your memory must come into play. You'll now have
to click on a portrait of your choice, memorize the
notes that play, and then play them back on the piano.
The crank of the piano helps make the ordeal a bit
easier (since turning it once you analyze the piano
closely will repeat the song of the portrait you
selected), but it's still a bit of a headache to
do so (I personally took out a pen and pad and wrote
down the musical notes as they were played.) Seven
songs (and several choice and colorful words directed
towards the creator of this particular level) later,
you finally finish the puzzle and can exit Tangle and
Aeval's house...
------------------------
5.10 - Chapter 10:
Tangle and Aeval's House (The Front Garden)
Splendid. You find yourself in yet another yard that
Lilith has decided to tamper with. This time around,
the spiteful Fairy Queen of Dreams has removed and
thrown all throughout the area the decorative tiles
that once lined the pathway to the greenhouse. Retrieve
and restore them to their rightful places in order to
leave the garden...
Search the garden high and low (literally - some tiles
lie on top the greenhouse and the fencing) and you
should eventually end up with four yellow circles,
three red shapes, two purple petal-thingies and two
green leaf tiles. Then click on the lone yellow tile
on the pathway and for a brief moment, a layout of the
tiles can be seen. Slowly reassemble the tile pathway
and once the final piece has been set, you can enter
the greenhouse.
------------------------
5.11 - Chapter 11:
Tangle and Aeval's House (The Greenhouse)
Inside of the greenhouse, it is a totally wreck. Well
not really, but many of the plants happen to be in
disarray, and amongst the plants you find a carnivorous
plant that... wait a minute - a CARNIVOROUS plant that
vibrates?!
Normally, most people would leave such a plant alone,
but seeming how it is that you're now locked in the
greenhouse (and couple with the game's track record
that touching/moving objects that vibrate is 'a good
thing'), pick up the little monstrosity and set it on
the table on the right. As you closely inspect the
strange plant, to your astonishment it actually comes
to life! Selecting the plant once more, it realizes
that you're not Aeval and asks for you to state your
business. A string of multiple choice selections
soon appear and you have to choose your words carefully
in order to get this strange being's help. Simply put,
you should explain to it that you want to restore order
to things and that you're really not sure how to do it
(since you just discovered today the truth about your
husband and in-laws.). Then, when the plant discovers
your identity, it'll ask for a favor - one which you
must carry out regardless of whether you actually care
about the horrid thing or not. The plant (or Herbert as
he eventually introduces himself as) goes on to explain
that his relatives - the plants in the greenhouse - are
all out of place and yes you guess it, only you can
place them back where they belong:
*Plants in a blue pot sit underneath where Herbert
rests.
*Plants in a golden pot sit across from the blue potted
plants.
*Plants in a red pot sit above the golden potted plants
and across from Herbert.
Herbert thanks you and out of the kindest of your heart
(yeah, right), you ask if there's anything else you can
do. He'll go on to mention that some of the plants
(three in red pots) are drying up and that you should
do something about it. There's a watering can over by
the blue potted plants and once you've watered the
plants, Herbert will open the greenhouse door for you...
------------------------
Chapter 12:
The Park (The Statue of Wish)
Now you stand in a small park and outside of its iron
gates lies a path that leads out towards the village of
Wish. However you soon find that the gate is locked
(big surprise there) and that the statue of the beloved
founder of the town has disappeared. Somehow you must
restore the statue and unlock the gate to get into
town...
Fidget's diary reveals that the way to proceed further
is to go "up, up, down, up, up". Looking down at the
base of the statue, you'll see that the middlemost
stone is "up". Keep pressing stones until it resembles
Fidget's riddle: that is to say the two stones to the
left and right are "up" and the middlemost stone is
"down". Once this is done, the missing pieces to the
statue will appear throughout the area. Gather up all
the pieces (2 legs, the trunks, the chest, 2 arms, a
shoulder, a bust and a book) and piece it back together
again. The gate will finally unlock and you can advance
further.
------------------------
Chapter 13:
The Park (The Puppet Theatre)
In another part of the park, a huge puppet theatre
stand sits on your left and the gate to your right is
locked. Somehow this strange theatre holds the key to
unlocking the gate and granting you access to the
village of Wish...
Since the puppet theatre stand is also locked, you
obviously need a key. However by examining the base of
the stand, note that part ofthe logo (the iconic masks
of comedy and tragedy/drama) is missing. Search
throughout the area for the two masks and place them on
the stand. The theatre doors will open, revealing
closed curtains. You'll now need something to hold the
curtains back. Search the area again (usually over by
the tree to the left of the theater) for 2 coils of
rope and use those to pull the curtains back. When you
do, you'll reveal 5 puppets standing onstage and a
crank set dead center on the stage. Pulling the crank
causes the heads of the puppets to change places. The
crank also disappears from view and now you must
rearrange the puppet heads based on a story you once
heard, which goes something like this:
"Two soldiers were brought before the king and queen.
As they ate, the court jester reveals that one of the
soldiers is actually a woman and that she only
impersonated a man so that she could be with her
beloved."
With that said, you must now swap the puppet heads so
that they rest on the right puppets and in the right
order. The king and queen sit to the extreme right and
the court jester or joker (adorned in a checkered red
and white outfit) sits in the middle. The male soldier
stands in the foreground on the extreme left and the
female soldier (has round cheeks and painted lips like
a doll baby - similar to that of the queen) stands
behind him. Once you've fixed the puppets, you'll now
need to find the crank and the two gears for the
mechanism to complete the puzzle and enter the
village...
------------------------
Chapter 14:
The Village/Gates Of Wish
The streets of Wish are empty - making the village
appear as if it were a ghost town. At the far end you
can see the gates leading out of Wish. Upon closer
inspection you'll also see five pillars with numbers on
them. These pillars represent the special mechanism
that unlocks the gates and the numbers are the weights
of the items needed to unlock it. As you read Fidget's
diary, it reveals that only a small lot of citizens
(namely the owners of the toyshop, bookstore and fruit
stand) carry the items needed to open the gate...
Now then, how exactly do you find out which items
you'll need? Well first you'll need to find a way to
figure out the weight of any object. Head over to the
fruit stand and you'll stumble across a scale. Perfect.
Well, that is to say it would be perfect if only you
had all the scales so that you're able to correctly
weigh different objects (there are 7 in total as the
Book of Weights sitting by the bookstore shows). Zoom
out and then search the village high and low for the
remaining weights (be careful not to fill up your
inventory with other objects before you complete this
part. If by some chance though this happens, abandon
some objects at the gates' pillars - you can always go
back to move them later). When you finish you should
have the following weights:
*One 50 lb
*One 25 lb (the one originally left on the scale)
*One 10 lb
*One 5 lb
*One 2 lb
*Two 1 lb
Now that you have all of the weights, leave them on the
floor beside the scale to empty out your inventory.
You can now go look for clues to find the items you'll
need to unlock the gate. Head over to the bookstore
(Gutenbooks) and a repressed memory will reveal that
the bookshop keeper held onto four special books that
were never marked for sale. Therefore, gather up all
the books you find lying around (or at least the ones
you can actually select). Now head for the bar
(The Tipsy Owl) and the toyshop(Toyville). Each venue
will provide clues to help you along - one speaks about
weighting items first (therefore making finding the
correct items for the gate all the more easier) and the
other notes that using fruits, toys and books will
help to unlock the gate. Continue throughout the
village picking up items as you go (the toy wagon,
porcelain doll and teddy bear near the toyshop and the
bunch of grapes, pear, orange and melon at the fruit
stand) and start weighing the items using the scales
you found (You'll have to abandon some items in order
to be able to pick up the scales). Backtrack between
here and the front gate as you determine the weight of
each item and then place the items where they would
belong (the correct item will keep the pillar right on
the number mark of the post).With the final object
placed, the gate will open and you can leave the
village...
------------------------
*DREAM SEQUENCE 4*
"FIDGET IS GUIDING ME OUTSIDE OUR VILLAGE OF WISH...
I'VE NEVER BEEN BEYOND THE GATES BEFORE...
AS LONG AS THERE IS LIGHT, I WILL KEEP GOING...
I FEEL ALONE AND ISOLATED WITHOUT MY HUSBAND AND
DAUGHTER...
I AM LOST AND DO NOT KNOW WHERE TO GO..."
------------------------
Chapter 15:
The Woods
After a lengthy journey, you find yourself in the woods
at night. What's worse is that there are no visible
signs and no light to show you where to go next. Guess
you'll have to fix that...
Fumble around in the darkness through the bushes and
forest floor and gather up two pieces of board, a long
metal object and three spherical-like metal objects.
There in front of you, you can just make out the
metallic base of a lamp post. Start piecing together
the signage (the three smaller metal objects first,
followed by the long metal object and then the boards)
and you'll have ...a sign that you still cannot read.
However by examining the bottom of the post (the three
small metal objects), it will reveal that this part of
the sign post can actually be rotated. Turn the pieces
until all three are facing the same way - the circles
should be in front facing you - and the lamppost will
turn on.
Now that you're no longer in the dark, maybe you can
figure out which way to go now. Note the patterns on
the signs in front of you and then choose any of the
two tree trunks flanking it. Here you'll notice wooden
tiles with symbols that are similar to that of the
signs. Pick up the tiles and then try to duplicate the
diagrams seen on the signs (you'll know when the tiles
are in the right place because you'll hear a chime and
the diagram on the right tree is almost always the sign
for the mansion and the one on the leftis the sign for
the town). Eventually you'll complete both diagrams
carved into the trees and the signs depicting a mansion
and the town will glow blue. Make your way towards the
mansion and more importantly to Fidget...
------------------------
Chapter 16:
Outside Of Lilith's Mansion
An ominous looking mansion awaits you at the end of the
path. This is most definitely the home of Lilith and is
a clear sign that your journey will soon come to an
end. But as you near the door, it slams shut and four
circles rise from the floor. Upon closer inspection,
you notice that each circle is home to several
different symbols. Very similar to what you had
to do back in Chapter 8, you'll have to group the
symbols together, this time by the things that they
have in common and in the proper order. Most of the
tiles can be found scattered amongst the four puzzles
(though a scant few can be found lying on the ground,
rooftop and in the bushes) Below is the key to solving
the four puzzles:
-One circle has a row of eight slots and is home to a
number of symbols in standard shapes (circle, triangle,
square, etc.) Arrange the symbols in order by the
number of sides increasing by one. Therefore the
completed pattern should appear this way: triangle,
square, pentagon, hexagon, heptagon, octagon, nonagon
and then circle.
-Another circle has symbols that depict the different
phases of the moon. Starting from the bottom of the
circle, the pattern should move around the circle in a
clockwise motion and should appear as follows: new moon
(empty circle), crescent (crescent shape facing towards
the right-hand side), first quarter (half-filled circle
colored in on the right-hand side), waxing gibbous
(circle almost completely filled in from the right hand
side), full moon (white circle), waning gibbous (circle
almost completely filled in on the left hand side),
last quarter (half-filled in circle colored in on the
left-hand side), crescent (crescent shape toward the
left-hand side)
-The third circle has symbols depicting Roman numerals
from the number 1 to 12. Moving clockwise from the top,
place the numbers down starting with the number 12.
(For those not familiar with Roman numerals: ten is X,
five is V and one is I. IV would give your four -
since the one is before the five - but VI would give
you six (since the one is behind the five).
-The last circle has the astrological signs of the
Zodiac. From the top and moving clockwise, the symbols
are to be arranged as followed: Aquarius (water),
Capricorn ('N' combined with loop at the end),
Sagittarius (slanted arrow pointing to the right with
line through it), Scorpio ('M' with arrow at the
end), Libra (horseshoe-like shape above line), Virgo
('M' with loop at the end), Leo (curvy symbol with
circle at the end - left side), Cancer (twin
curved symbols with loops), Gemini (looks like the
Roman numeral 2), Taurus (circle with horn-shaped curve
at top - like a bull), and Aries (symbol
whose curves resembles a ram).
When you complete the four puzzles, the door to
Lilith's mansion will open...
------------------------
Chapter 17:
Lilith's Mansion (The Foyer)
You're getting close, and apparently Lilith is getting
antsy. The moment you enter the mansion, the lights go
out, rendering the foyer pitch black. Somehow
you must switch the lights back on so that you can see
where to go next. Feeling around in the dark, you'll
stumble upon four buttons along four columns, each one
turning the lights on for a specific amount of time.
The key here is to press each button in the order of
times the lights flicker on (therefore, pressing the
button that turns the lights on once would be first and
then followed by the buttons that causes the lights to
flicker on twice, then three times, then four times).
The lights will then come on in full brightness and you
can finally see throughout the room.
Make your way towards the staircase and as you're about
to make your way up, the stairs vibrate while lights
dance from one post to another. You can't make your
way up the stairs just yet and it seems as if mimicking
the light patterns that dance along the lampposts and
the banister of the stairs is the only way to rebuild
the staircase and to progress any further.
Oh goody, a game of Simon Says. Use your memory and wit
(or whip out that trusty ol' pen and paper again) to
complete each session of light patterns and pick up the
discarded paintings (should be eight in total) that
appear with each successful match. Eventually you'll be
able to reach the top of the stairs. Place the
paintings in their respective places and the door to
the extreme left at the top of the stairs will open...
------------------------
Chapter 18:
Lilith's Mansion (The Mysterious Room)
This is it - you're almost done. The only thing
standing between you and your husband is the completion
of four final puzzles. Very similar to the strategy
used to get into Lilith's mansion (Chapter 16) the key
to solving each puzzle lies in assigning tiles with
similar themes or to their proper place. An even
bigger break for you comes in the form of actual hints
written right alongside of each of the puzzles:
*"Simply Green" - Place the frog, plant and lizard
tiles here.
*"The essential powers" - Place the globe (earth),
match (fire), three squiggle lines (wind) and watering
can (water) here.
*"Those that are the hardest, then sorted from lightest
to heaviest" - Place the metal nut, the iron
screwdriver, the steel scissors/sheers, the iron saw,
the iron crowbar and the 50-lb weight here.
*Analyze the fake dream jewels here for your clues.
Then place the crescent moon ("None can precede the
white round night lady"), the Roman numeral III ("The 2
is 3"), the cat("The agile one goes between 3 and 7),
the Roman numeral VII, the wooden hobby horse ("4th
with 7 horses following"), the pi sign ("3 x 2 =
3.141592"), the mysterious book and the magic crystal
("pi is followed by the book. The book's contents
follows.").
With the final puzzle completed, sit back and watch the
game's final cutscene. Congratulations - you've finally
completed 'Dream Chronicles"!
-------------------------------------------------------
6. THE DREAM PIECES (*Optional to Gameplay*)
The Dream Pieces are small glittery marble-like baubles
scattered throughout nearly every chapter. They serve
no actual purpose in helping you beat the game, but
the option of searching and collecting all 115 of them
does make things a bit more challenging for you. Below
is a list of what chapters the pieces can be found in...
Chapter 2: The Upstairs Hallway
Dream Jewels: 2
Chapter 3: Lyra's room
Dream Jewels: 15 (9 hidden inside of Lyra's dollhouse)
Chapter 4: The Balcony
Dream Jewels: 10
Chapter 5: Lyra's Treehouse
Dream Jewels: 7
Chapter 6: The Backyard
Dream Jewels: 8
Chapter 7: Tangle and Aeval's House (The Library Room)
Dream Jewels: 8
Chapter 8: Tangle and Aeval's House (The Secret Room)
Dream Jewels: 3
Chapter 9: Tangle and Aeval's House (The Parlor Room)
Dream Jewels: 9
Chapter 10: Tangle and Aeval's House (The Front Garden)
Dream Jewels: 5
Chapter 11: Tangle and Aeval's House (The Greenhouse)
Dream Jewels: 5
Chapter 12: The Park (The Statue of Wish)
Dream Jewels: 5
Chapter 13: The Park (The Puppet Theatre)
Dream Jewels: 5
Chapter 14: The Village/Gates Of Wish
Dream Jewels: 11
Chapter 15: The Woods
Dream Jewels: 5
Chapter 16: Outside Of Lilith's Mansion
Dream Jewels: 10
Chapter 17: Lilith's Mansion (The Foyer)
Dream Jewels: 7
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7. ENDING NOTE & LEGAL NOTICE
Well, that's all folks. Hope you all enjoyed the guide
(which has been provided for free personal use only.
Any sort of commercial use is prohibited and any
sort of public display/publication of this guide
without my written consent is also forbidden), and once
again, if you have any comments or suggestions about
the guide, feel free to email me at casanova73099 at
yahoo dot com.